User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'bee.pollenTypes')' in or related to this line: 'self.currentColor = bee.pollenTypes && bee.pollenTypes[0] ? bee.pollenTypes[0].color : null; // Store current pollen color' Line Number: 830
User prompt
Update as needed: self.startTrail = function(x, y, garden, bee) { self.active = true; self.points = [{x: x, y: y, time: Date.now()}]; self.startTime = Date.now(); self.trailStartTime = Date.now(); self.currentGarden = garden; self.bee = bee; // Store current pollen color if bee has any self.currentColor = (bee.pollenTypes && bee.pollenTypes[0]) ? bee.pollenTypes[0].color : null; } ``` Then in updateTrail, use this stored color: ```javascript // Create particle effect along trail var particle = new PollenParticle().init('trail'); particle.x = x; particle.y = y; var colorTints = { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00 }; if (self.currentColor && colorTints[self.currentColor]) { particle.children[0].tint = colorTints[self.currentColor]; } game.addChild(particle);
User prompt
Update as needed: // Create particle effect along trail var particle = new PollenParticle().init('trail'); particle.x = x; particle.y = y; // Use first pollen type's color from bee's pollenTypes array var colorTints = { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00 }; if (self.bee && self.bee.pollenTypes && self.bee.pollenTypes.length > 0) { var currentPollen = self.bee.pollenTypes[0]; // Get first pollen type if (currentPollen && colorTints[currentPollen.color]) { particle.children[0].tint = colorTints[currentPollen.color]; } } game.addChild(particle);
User prompt
Update as needed: 1. First, add back to the Bee class (right near where `self.maxPollen = 50`): ```javascript self.currentColor = null; // Add this back ``` 2. In the Bee's collectPollen method, add (where pollen is collected): ```javascript self.currentColor = flower.color; // Add this back
User prompt
Update as needed: // Create particle effect along trail var particle = new PollenParticle().init('trail'); particle.x = x; particle.y = y; // Use bee's current color var colorTints = { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00 }; if (self.bee && self.bee.currentColor && colorTints[self.bee.currentColor]) { particle.children[0].tint = colorTints[self.bee.currentColor]; } game.addChild(particle);
User prompt
Update as needed: // Create particle effect along trail var particle = new PollenParticle().init('trail'); particle.x = x; particle.y = y; particle.children[0].tint = 0xFF0000; // Test with red first game.addChild(particle);
User prompt
Update as needed: // Create particle effect along trail var particle = new PollenParticle().init('trail'); particle.x = x; particle.y = y; particle.children[0].tint = 0xFF0000; // Test with red first game.addChild(particle);
User prompt
1. First, add back to the Bee class (right near where `self.maxPollen = 50`): ```javascript self.currentColor = null; // Add this back ``` 2. In the Bee's collectPollen method, add (where pollen is collected): ```javascript self.currentColor = flower.color; // Add this back ``` 3. Then in the PollenTrail updateTrail method, let's verify the basic trail is working first without color: ```javascript if (self.bee && self.bee.currentPollen > 0) { // Simplified check var particle = new PollenParticle().init('trail'); particle.x = x; particle.y = y; game.addChild(particle);
User prompt
Update as necessary with: // In PollenTrail's updateTrail method: if (self.bee && typeof self.bee.currentColor !== 'undefined' && self.bee.currentPollen > 0) { var particle = new PollenParticle().init('trail'); particle.x = x; particle.y = y; particle.children[0].tint = 0xFF0000; // Let's test with just red first game.addChild(particle);
User prompt
Update as necessary with: // In PollenTrail's updateTrail method: if (self.bee && typeof self.bee.currentColor !== 'undefined' && self.bee.currentPollen > 0) { var particle = new PollenParticle().init('trail'); particle.x = x; particle.y = y; particle.children[0].tint = 0xFF0000; // Let's test with just red first game.addChild(particle);
User prompt
Update as necessary with: // In PollenTrail's updateTrail method: if (self.bee && typeof self.bee.currentColor !== 'undefined' && self.bee.currentPollen > 0) { var particle = new PollenParticle().init('trail'); particle.x = x; particle.y = y; particle.tint = this.COLOR_TINTS[self.bee.currentColor] || 0xFFFFFF; game.addChild(particle); }
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: pollenGraphics' in or related to this line: 'pollenGraphics.scale.set(scalePulse * self.scale.x);' Line Number: 828
User prompt
Update as necessary with: var PollenParticle = Container.expand(function() { var self = Container.call(this); // Move pollenGraphics to be a property of self self.pollenGraphics = null; // Instead of var pollenGraphics self.init = function(type, color) { self.type = type || 'trail'; var assetMap = { 'trail': 'PollenSparkle', 'burst': 'Petal', 'fairy': 'PollenSparkle', 'transfer': 'PollenSparkle' }; // Create graphics using self.pollenGraphics if (!self.pollenGraphics) { self.pollenGraphics = self.attachAsset(assetMap[self.type], { anchorX: 0.5, anchorY: 0.5 }); } // Try setting tint this way if (color) { self.children[0].tint = 0xFF0000; // Force red to test } return self; }; return self; });
User prompt
Update only as necessary with: // In PollenParticle init method, when we create pollenGraphics: if (!pollenGraphics) { pollenGraphics = self.attachAsset(assetMap[self.type], { anchorX: 0.5, anchorY: 0.5, tint: color ? 0xFF0000 : 0xFFFFFF // Force red tint in the asset options }); }
User prompt
Update as needed with: // In PollenTrail's updateTrail method, find this section: if (self.bee && typeof self.bee.currentColor !== 'undefined' && self.bee.currentPollen > 0) { var particle = new PollenParticle(); // Try explicitly creating and initing separately to see what's happening var color = self.bee.currentColor; particle = particle.init('trail', color); particle.x = x; particle.y = y; game.addChild(particle); } ``` And in the PollenParticle init method, let's force a tint to see if tinting works at all: ```javascript // In PollenParticle init method: if (color) { // Force red tint to test if tinting works pollenGraphics.tint = 0xFF0000; }
User prompt
Make updates as necessary: Add this near the top of the PollenParticle class, right after `var self = Container.call(this);`: ```javascript // Define color tints mapping self.COLOR_TINTS = { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00, 'purple': 0x800080, 'green': 0x00FF00, 'orange': 0xFFA500 }; ``` Then in the init method, let's make the tinting more explicit: ```javascript // Inside PollenParticle init method, after creating pollenGraphics if (color) { var tintColor = self.COLOR_TINTS[color]; if (tintColor) { pollenGraphics.tint = tintColor; } }
User prompt
Update as necessary: self.init = function(type, color) { self.type = type || 'trail'; var assetMap = { 'trail': 'PollenSparkle', 'burst': 'Petal', 'fairy': 'PollenSparkle', 'transfer': 'PollenSparkle' }; if (!pollenGraphics) { pollenGraphics = self.attachAsset(assetMap[self.type], { anchorX: 0.5, anchorY: 0.5 }); } // IMPORTANT: Apply tint to the pollenGraphics directly if (color) { pollenGraphics.tint = this.COLOR_TINTS[color] || 0xFFFFFF; } return self; };
Code edit (1 edits merged)
Please save this source code
User prompt
Update as necessary: And let's double-check the color tinting in `PollenParticle`. Find the `init` method and make sure it looks like this: ```javascript self.init = function(type, color) { self.type = type || 'trail'; // Create graphics based on type var assetMap = { 'trail': 'PollenSparkle', 'burst': 'Petal', 'fairy': 'PollenSparkle', 'transfer': 'PollenSparkle' }; if (!pollenGraphics) { pollenGraphics = self.attachAsset(assetMap[self.type], { anchorX: 0.5, anchorY: 0.5 }); } // Apply color tint immediately after creating graphics if (color) { var colorTints = { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00 }; if (colorTints[color]) { pollenGraphics.tint = colorTints[color]; } } // Rest of init... return self; };
User prompt
Update as necessary: // Update trail when carrying pollen if (self.currentPollen > 0) { // Make sure trail starts at current position when we first get pollen if (!self.pollenTrail.active) { self.pollenTrail.startTrail(self.x, self.y, garden, self); } self.pollenTrail.updateTrail(self.x, self.y); }
Code edit (1 edits merged)
Please save this source code
User prompt
Make updates as necessary with: In the `PollenParticle` class, find the `init` function and add color tinting (after where pollenGraphics is created): ```javascript if (!pollenGraphics) { pollenGraphics = self.attachAsset(assetMap[self.type], { anchorX: 0.5, anchorY: 0.5 }); } // Add this color tinting section right after pollenGraphics creation if (color) { var colorTints = { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00, 'purple': 0x800080, 'orange': 0xFFA500, 'green': 0x00FF00 }; if (colorTints[color]) { pollenGraphics.tint = colorTints[color]; } }
User prompt
Update as necessary with: In the `PollenTrail` class, find the `updateTrail` method and replace the particle creation section with: ```javascript // Replace the existing particle creation code with this if (self.bee && typeof self.bee.currentColor !== 'undefined' && self.bee.currentPollen > 0) { var particle = new PollenParticle().init('trail', self.bee.currentColor); particle.x = x; particle.y = y; game.addChild(particle); } else { // If no bee color, create default particle var particle = new PollenParticle().init('trail'); particle.x = x; particle.y = y; game.addChild(particle); }
User prompt
Update as necessary: First, in the `Bee` class initialization (near where we set `self.maxPollen = 50`), add: ```javascript self.currentColor = null; // Add this line
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'self.bee.currentColor')' in or related to this line: 'if (self.bee.currentColor && self.bee.currentPollen > 0) {' Line Number: 870
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
/**** 
* Classes
****/ 
var BasicFlower = Container.expand(function (color) {
	var self = Container.call(this);
	// Store flower color
	self.color = color || 'red'; // Default to red if no color specified
	// Map color to asset name
	var assetMap = {
		'red': 'RedFlower',
		'blue': 'BlueFlower',
		'yellow': 'YellowFlower'
	};
	// Attach bud asset first
	var budGraphics = self.attachAsset('Bud', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Use correct asset based on color
	var flowerGraphics = self.attachAsset(assetMap[self.color], {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.hasActivePollen = false;
	self.fairyParticles = [];
	self.FAIRY_COUNT = 3;
	self.update = function () {
		var scaleFactor = 1 + Math.sin(LK.ticks * 0.1) * 0.05;
		flowerGraphics.scale.x = scaleFactor;
		flowerGraphics.scale.y = scaleFactor;
		flowerGraphics.rotation = Math.sin(LK.ticks * 0.1) * 0.05;
	};
	self.bloom = function () {
		// Scale animation
		self.scale.set(0.3, 0.3);
		tween(self.scale, {
			x: 1,
			y: 1
		}, {
			duration: 1000,
			onFinish: function onFinish() {
				// After bloom animation, delay before activating pollen
				LK.setTimeout(function () {
					self.hasActivePollen = true;
					// Create fairy particles after delay
					for (var i = 0; i < self.FAIRY_COUNT; i++) {
						var fairy = new PollenParticle().init('fairy');
						fairy.scale.set(0.3 + Math.random() * 0.2);
						fairy.x += (Math.random() - 0.5) * 60;
						fairy.y += (Math.random() - 0.5) * 60;
						fairy.rotation = Math.random() * Math.PI * 2;
						fairy.rotationSpeed = (Math.random() - 0.5) * 0.2;
						self.addChild(fairy);
						self.fairyParticles.push(fairy);
					}
				}, 1000); // 1 second delay after bloom before pollen activates
			}
		});
		// Create initial burst particles
		self.createPollenBurst(self.x, self.y);
		self.removeFairyParticles = function () {
			self.fairyParticles.forEach(function (fairy) {
				self.removeChild(fairy);
			});
			self.fairyParticles = [];
		};
	};
	self.createPollenBurst = function (x, y) {
		for (var i = 0; i < 12; i++) {
			var particle = new PollenParticle().init('burst');
			var angle = i / 12 * Math.PI * 2;
			particle.x = x;
			particle.y = y;
			particle.vx = Math.cos(angle) * 3;
			particle.vy = Math.sin(angle) * 3;
			if (self.parent) {
				self.parent.addChild(particle);
			}
		}
	};
	// Initialize pollen status
	self.pollenCollected = false; // New flag to track if we've collected from it
});
var Bee = Container.expand(function () {
	var self = Container.call(this);
	// Create bee sprite
	var beeSprite = self.attachAsset('Bee', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Movement properties
	self.targetX = self.x;
	self.targetY = self.y;
	self.moveSpeed = 0.1; // Adjust this for faster/slower following
	self.currentColor = null; // Initialize currentColor to avoid undefined errors
	self.isMoving = false;
	// New pollen properties
	self.maxPollen = 50; // Cap pollen amount
	self.currentColor = null; // Add this line
	self.currentPollen = 0; // Current amount being carried
	self.pollenTypes = []; // Array to track different pollen colors
	// Format: [{color: 'red', amount: 30}, ...]
	self.pollenMeter = new PollenMeter();
	self.pollenMeter.y = -50; // Position above bee
	self.addChild(self.pollenMeter);
	// Add trail property
	self.pollenTrail = new PollenTrail();
	self.pollenTrail.bee = self; // Store reference to bee for color access
	game.addChild(self.pollenTrail); // Add to game so it renders behind bee
	// Pollen collection method
	self.collectPollen = function (flower) {
		if (self.currentPollen < self.maxPollen && flower.hasActivePollen && !flower.pollenCollected) {
			var collectAmount = 25;
			// Add to pollen types first
			var existingType = self.pollenTypes.find(function (p) {
				return p.color === flower.color;
			});
			if (existingType) {
				existingType.amount += collectAmount;
			} else {
				self.pollenTypes.push({
					color: flower.color,
					amount: collectAmount
				});
			}
			// Set currentPollen to match total of all types
			self.currentPollen = self.pollenTypes.reduce(function (total, type) {
				return total + type.amount;
			}, 0);
			flower.pollenCollected = true;
			flower.hasActivePollen = false;
			flower.removeFairyParticles();
			// Update UI
			game.beeUI.updatePollen(flower.color, self.currentPollen, self.maxPollen); // Update UI using game.beeUI
			// Update meter
			self.pollenMeter.updateMeter(self.currentPollen, self.maxPollen);
			// Find exact position of this flower in grid
			var foundGridPos = false;
			var gridX = 0;
			var gridY = 0;
			for (var y = 0; y < garden.rows; y++) {
				for (var x = 0; x < garden.cols; x++) {
					if (garden.grid[y][x] === flower) {
						gridX = x;
						gridY = y;
						foundGridPos = true;
						break;
					}
				}
				if (foundGridPos) {
					break;
				}
			}
			if (foundGridPos && game.flowerMatcher) {
				game.flowerMatcher.checkForMatches(garden, gridX, gridY);
			}
		}
	};
	self.checkFlowerCollision = function () {
		// Convert bee position to garden's local space
		var localPos = garden.toLocal({
			x: self.x,
			y: self.y
		}, game);
		// Calculate grid position
		var gridX = Math.floor(localPos.x / garden.cellSize);
		var gridY = Math.floor(localPos.y / garden.cellSize);
		// Check if position is within grid bounds
		if (gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows) {
			var gridItem = garden.grid[gridY][gridX];
			if (gridItem) {
				if (gridItem.isFlower && gridItem.hasActivePollen) {
					// Collect pollen from flower
					self.collectPollen(gridItem);
				} else if (gridItem && gridItem.isBud && self.currentPollen > 0) {
					if (gridItem.isBeingPollinated) {
						return;
					}
					gridItem.isBeingPollinated = true;
					var pollenColor = self.usePollen(gridItem);
					if (!pollenColor) {
						gridItem.isBeingPollinated = false;
						return;
					}
					// Double-check the bud is still there
					if (garden.grid[gridY][gridX] === gridItem && gridItem.isBud) {
						// Force remove the bud and clear grid position
						garden.removeChild(gridItem);
						garden.grid[gridY][gridX] = null;
						gridItem.destroy(); // Fully destroy the bud
						// Only create flower if position is clear
						if (!garden.grid[gridY][gridX]) {
							var newFlower = new BasicFlower(pollenColor);
							newFlower.x = gridItem.x;
							newFlower.y = gridItem.y;
							newFlower.isFlower = true;
							garden.grid[gridY][gridX] = newFlower;
							garden.addChild(newFlower);
							newFlower.bloom();
						}
					} else {
						gridItem.isBeingPollinated = false;
					}
				}
			}
		}
	};
	self.update = function () {
		if (self.isMoving) {
			// Smooth movement towards target
			self.x += (self.targetX - self.x) * self.moveSpeed;
			self.y += (self.targetY - self.y) * self.moveSpeed;
			// Calculate rotation based on movement direction
			var dx = self.targetX - self.x;
			var dy = self.targetY - self.y;
			var angle = Math.atan2(dy, dx);
			self.rotation = angle + Math.PI / 2;
			// Update trail when carrying pollen
			if (self.currentPollen > 0) {
				// Make sure trail starts at current position when we first get pollen
				if (!self.pollenTrail.active) {
					self.pollenTrail.startTrail(self.x, self.y, garden, self);
				}
				self.pollenTrail.updateTrail(self.x, self.y);
			}
			// Add collision check
			self.checkFlowerCollision();
		}
	};
	// Pollen usage method
	self.usePollen = function (bud) {
		// Add debug logs
		var pollenUsed = 7;
		if (self.currentPollen > 0 && self.pollenTypes.length > 0) {
			// If we have less than pollenUsed, use remaining pollen
			if (self.currentPollen < pollenUsed) {
				pollenUsed = self.currentPollen;
			}
			// Reduce pollen instead of zeroing it
			self.currentPollen -= pollenUsed;
			// Update pollen types properly
			var pType = self.pollenTypes[0];
			var color = pType.color; // New line to store color
			pType.amount -= pollenUsed;
			// Update UI
			game.beeUI.updatePollen(color, self.currentPollen, self.maxPollen); // Update UI using game.beeUI 
			// Only clear type if it's empty
			if (pType.amount <= 0) {
				self.pollenTypes.shift();
			}
			// Only end trail if we're actually out of pollen
			if (self.currentPollen <= 0 || self.pollenTypes.length === 0) {
				self.pollenTrail.active = false;
				self.pollenTrail.points = [];
			}
			return color; // Updated to return color
		}
		return null;
	};
	return self;
});
// Bud class
var Bud = Container.expand(function () {
	var self = Container.call(this);
	var budGraphics = self.attachAsset('Bud', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Timer properties
	self.bloomTimer = 5 * 60; // 5 seconds (assuming 60fps)
	self.isBud = true;
	self.isFlower = false;
	self.isBeingReplaced = false; // Add this flag
	// Update now handles timer and auto-bloom
	self.update = function () {
		// Basic animation
		self.rotation = Math.sin(LK.ticks * 0.05) * 0.1;
	};
	self.autoBloom = function () {
		if (!self.isBud || self.isBeingReplaced) {
			return; // Prevent double-blooming or if already being replaced
		}
		self.isBeingReplaced = true;
		// Get grid position
		var localPos = garden.toLocal({
			x: self.x,
			y: self.y
		}, game);
		var gridX = Math.floor(localPos.x / garden.cellSize);
		var gridY = Math.floor(localPos.y / garden.cellSize);
		// Create random color flower
		var flowerColors = ['red', 'blue', 'yellow'];
		var randomColor = flowerColors[Math.floor(Math.random() * flowerColors.length)];
		var newFlower = new BasicFlower(randomColor);
		newFlower.x = self.x;
		newFlower.y = self.y;
		newFlower.isFlower = true;
		newFlower.hasActivePollen = false; // Auto-bloomed flowers start dead
		// Update grid
		if (garden.grid[gridY] && garden.grid[gridY][gridX] === self) {
			garden.removeChild(self);
			garden.grid[gridY][gridX] = newFlower;
			garden.addChild(newFlower);
			newFlower.bloom();
		}
		self.isBud = false;
	};
	return self;
});
// Add BudSpawner to handle progressive difficulty
var BudSpawner = Container.expand(function () {
	var self = Container.call(this);
	self.garden = null;
	self.gameTime = 0;
	self.init = function (garden) {
		self.garden = garden;
		self.gameTime = 0;
		self.firstBloom = false;
		// Just set the first bloom timer
		self.nextBloomTime = 90; // 1.5 seconds for first bloom
	};
	self.findEmptySpot = function () {
		var validSpots = [];
		// Match flower removal coordinate system [gridY][gridX]
		for (var gridY = 0; gridY < self.garden.rows; gridY++) {
			for (var gridX = 0; gridX < self.garden.cols; gridX++) {
				if (!self.garden.grid[gridY][gridX]) {
					validSpots.push({
						x: gridX,
						y: gridY
					});
				}
			}
		}
		if (validSpots.length > 0) {
			return validSpots[Math.floor(Math.random() * validSpots.length)];
		}
		return null;
	};
	self.getSpawnRate = function () {
		// Keep original timing logic
		return 16; // Spawn every frame for immediate filling
	};
	self.update = function () {
		self.gameTime = LK.ticks / 60;
		// Count down to next bloom
		if (self.nextBloomTime > 0) {
			self.nextBloomTime--;
			if (self.nextBloomTime <= 0) {
				// Find a random bud to bloom
				var validBuds = [];
				for (var i = 0; i < self.garden.rows; i++) {
					for (var j = 0; j < self.garden.cols; j++) {
						var gridItem = self.garden.grid[i][j];
						if (gridItem && gridItem.isBud) {
							validBuds.push({
								item: gridItem,
								x: j,
								y: i
							});
						}
					}
				}
				if (validBuds.length > 0) {
					// Pick a random bud
					var randomIndex = Math.floor(Math.random() * validBuds.length);
					var selectedBud = validBuds[randomIndex];
					// Create the flower
					var flowerColors = ['red', 'blue', 'yellow'];
					var randomColor = flowerColors[Math.floor(Math.random() * flowerColors.length)];
					var newFlower = new BasicFlower(randomColor);
					newFlower.x = selectedBud.item.x;
					newFlower.y = selectedBud.item.y;
					newFlower.isFlower = true;
					newFlower.hasActivePollen = false; // Auto-bloomed flowers start without pollen
					// Update grid
					self.garden.removeChild(selectedBud.item);
					self.garden.grid[selectedBud.y][selectedBud.x] = newFlower;
					self.garden.addChild(newFlower);
					newFlower.bloom();
					// Set timer for next bloom (15-20 seconds)
					self.nextBloomTime = (15 + Math.random() * 5) * 60;
				}
			}
		}
	};
});
// Simplified FlowerManager - mainly for flower conversion and management
var FlowerManager = Container.expand(function () {
	var self = Container.call(this);
	// Convert a bud to a flower
	self.convertBudToFlower = function (bud, garden) {
		var gridPos = {
			x: Math.floor((bud.y - garden.y) / garden.cellSize),
			y: Math.floor((bud.x - garden.x) / garden.cellSize)
		};
		var newFlower = new BasicFlower();
		newFlower.x = bud.x;
		newFlower.y = bud.y;
		newFlower.isFlower = true;
		garden.removeChild(bud);
		garden.grid[gridPos.x][gridPos.y] = newFlower;
		garden.addChild(newFlower);
		// When a flower blooms:
		createPollenBurst(newFlower.x, newFlower.y);
		return newFlower;
	};
	// Empty touch handler as we're using the new trail system
	self.handleTouch = function () {};
});
var FlowerMatcher = Container.expand(function () {
	var self = Container.call(this);
	self.checkForMatches = function (garden, x, y) {
		var matches = self.findMatches(garden, x, y);
		if (matches.length >= 3) {
			self.clearMatches(garden, matches);
			return true;
		}
		return false;
	};
	self.findMatches = function (garden, startX, startY) {
		if (startY < 0 || startY >= garden.rows || startX < 0 || startX >= garden.cols) {
			return [];
		}
		var startFlower = garden.grid[startY][startX];
		if (!startFlower || !startFlower.isFlower) {
			return [];
		}
		var flowerColor = startFlower.color;
		var matches = [];
		var visited = {};
		var _checkFlower = function checkFlower(x, y) {
			if (x < 0 || x >= garden.cols || y < 0 || y >= garden.rows) {
				return;
			}
			var key = x + ',' + y;
			if (visited[key]) {
				return;
			}
			visited[key] = true;
			var flower = garden.grid[y][x];
			if (flower && flower.isFlower && !flower.hasActivePollen && flower.scale.x >= 1 && flower.pollenCollected && flower.color === flowerColor) {
				matches.push({
					x: x,
					y: y,
					flower: flower
				});
				_checkFlower(x + 1, y);
				_checkFlower(x - 1, y);
				_checkFlower(x, y + 1);
				_checkFlower(x, y - 1);
			}
		};
		_checkFlower(startX, startY);
		return matches.length >= 3 ? matches : [];
	};
	self.clearMatches = function (garden, matches) {
		matches.forEach(function (match) {
			var flower = match.flower;
			// Expand and pop animation
			tween(flower.scale, {
				x: 1.3,
				// Expand to 1.5 times the size
				y: 1.3 // Expand to 1.5 times the size
			}, {
				duration: 500,
				onFinish: function onFinish() {
					// Check if flower is still in expected position
					if (garden.grid[match.y][match.x] === flower) {
						// Create petal burst after animation
						self.createPetalBurst(match.x, match.y, flower.color);
						garden.grid[match.y][match.x] = null;
						garden.removeChild(flower);
						// Only create new bud if position is still empty
						if (!garden.grid[match.y][match.x]) {
							var newBud = new Bud();
							newBud.x = flower.x;
							newBud.y = flower.y;
							newBud.scale.set(0, 0);
							garden.grid[match.y][match.x] = newBud;
							garden.addChild(newBud);
							tween(newBud.scale, {
								x: 1,
								y: 1
							}, {
								duration: 1000,
								ease: 'elasticOut'
							});
						}
					}
				}
			});
		});
	};
	self.createPetalBurst = function (x, y, color) {
		var colorTints = {
			'red': 0xFF0000,
			'blue': 0x0000FF,
			'yellow': 0xFFFF00,
			'purple': 0x800080,
			'orange': 0xFFA500,
			'green': 0x00FF00
		};
		var worldPos = garden.gridToWorld(x, y);
		for (var i = 0; i < 12; i++) {
			var particle = new PollenParticle().init('burst');
			var angle = i / 12 * Math.PI * 2;
			particle.x = worldPos.x;
			particle.y = worldPos.y;
			particle.vx = Math.cos(angle) * 8;
			particle.vy = Math.sin(angle) * 8;
			particle.scale.set(0.8);
			particle.tint = colorTints[color];
			game.addChild(particle);
		}
	};
	return self;
});
//<Assets used in the game will automatically appear here>
// Garden class to manage the grid of soil
var Garden = Container.expand(function () {
	var self = Container.call(this);
	// Add new helper method for safe grid updates
	self.updateGridPosition = function (row, col, item) {
		if (row >= 0 && row < self.rows && col >= 0 && col < self.cols) {
			// First clear any existing item
			var existingItem = self.grid[row][col];
			if (existingItem && existingItem.parent) {
				existingItem.parent.removeChild(existingItem);
			}
			// Then set new item
			self.grid[row][col] = item;
			return true;
		}
		return false;
	};
	self.grid = [];
	self.rows = 8;
	self.cols = 8;
	self.cellSize = 225;
	self.init = function () {
		// Center the grid on screen
		self.x = (2048 - self.cols * self.cellSize) / 2;
		self.y = (2732 - self.rows * self.cellSize) / 2 + 2732 * 0.12 - 400;
		// Initialize grid and fill with buds
		for (var i = 0; i < self.rows; i++) {
			self.grid[i] = [];
			for (var j = 0; j < self.cols; j++) {
				var bud = new Bud();
				bud.x = j * self.cellSize + self.cellSize / 2;
				bud.y = i * self.cellSize + self.cellSize / 2;
				bud.isBud = true;
				bud.isFlower = false;
				self.grid[i][j] = bud;
				self.addChild(bud);
			}
		}
	};
	// Helper method to convert grid position to world position
	self.gridToWorld = function (gridX, gridY) {
		return {
			x: self.x + gridX * self.cellSize + self.cellSize / 2,
			y: self.y + gridY * self.cellSize + self.cellSize / 2
		};
	};
	// Helper method to convert world position to grid position
	self.worldToGrid = function (worldX, worldY) {
		var localX = worldX - self.x;
		var localY = worldY - self.y;
		return {
			x: Math.floor(localX / self.cellSize),
			y: Math.floor(localY / self.cellSize)
		};
	};
});
// GardenBackground class
var GardenBackground = Container.expand(function () {
	var self = Container.call(this);
	var gardenBackground = LK.getAsset('GardenBackground', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.02,
		scaleY: 1.02,
		x: 2048 / 2,
		y: 2732 / 2
	});
	self.addChild(gardenBackground);
});
var Hive = Container.expand(function () {
	var self = Container.call(this);
	var hiveSprite = self.attachAsset('Hive', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.storedPollen = {
		'red': 0,
		'blue': 0,
		'yellow': 0
	};
	// Add meter above hive
	self.pollenMeter = new PollenMeter();
	self.pollenMeter.y = -200;
	self.addChild(self.pollenMeter);
	// Collection method
	self.collectFromBee = function (bee) {
		if (bee.currentPollen > 0) {
			// Transfer each type of pollen
			bee.pollenTypes.forEach(function (type) {
				// Initialize hive's stored pollen for this color if needed
				if (!self.storedPollen) {
					self.storedPollen = {};
				}
				if (!self.storedPollen[type.color]) {
					self.storedPollen[type.color] = 0;
				}
				// Add to hive's storage
				self.storedPollen[type.color] += type.amount;
				// Update hive UI
				game.hiveUI.updatePollen(type.color, self.storedPollen[type.color], 1000); // Update UI using game.hiveUI
			});
			// Create particles spread across the hive's width
			var particleCount = 20;
			var hiveWidth = 300;
			for (var i = 0; i < particleCount; i++) {
				var particle = new PollenParticle().init('transfer');
				particle.x = -hiveWidth / 2 + Math.random() * hiveWidth;
				particle.y = -200;
				particle.vx = (Math.random() - 0.5) * 0.5;
				particle.vy = 1 + Math.random();
				particle.twinkleOffset = Math.random() * Math.PI * 2;
				particle.twinkleSpeed = 0.1 + Math.random() * 0.1;
				particle.scale.set(0.5);
				self.addChild(particle);
			}
			// Clear bee's pollen
			bee.currentPollen = 0;
			bee.pollenTypes = [];
			// Update bee UI to show empty
			['red', 'blue', 'yellow'].forEach(function (color) {
				game.beeUI.updatePollen(color, 0, bee.maxPollen); // Clear bee's pollen using game.beeUI
			});
			// End bee's trail
			bee.pollenTrail.active = false;
			bee.pollenTrail.points = [];
		}
	};
	return self;
});
var PollenMeter = Container.expand(function () {
	var self = Container.call(this);
	// Create background bar
	var background = LK.getAsset('marker', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1,
		scaleY: 0.1
	});
	self.addChild(background);
	// Create fill bar
	var fill = LK.getAsset('marker', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0,
		scaleY: 0.1
	});
	fill.tint = 0xFFFF00; // Yellow for pollen
	self.fillBar = fill;
	self.addChild(fill);
	// Update method to show current pollen
	self.updateMeter = function (current, max) {
		fill.scale.x = current / max;
	};
	return self;
});
// PollenParticle class
var PollenParticle = Container.expand(function () {
	var self = Container.call(this);
	// Define color tints mapping
	self.COLOR_TINTS = {
		'red': 0xFF0000,
		'blue': 0x0000FF,
		'yellow': 0xFFFF00,
		'purple': 0x800080,
		'green': 0x00FF00,
		'orange': 0xFFA500
	};
	// Particle properties
	self.velocity = {
		x: 0,
		y: 0
	};
	self.lifespan = 1; // Goes from 1 to 0
	self.decayRate = 0.02; // How fast the particle fades
	self.type = 'trail'; // Can be 'trail' or 'burst'
	// Color tints mapping
	self.COLOR_TINTS = {
		'red': 0xFF0000,
		'blue': 0x0000FF,
		'yellow': 0xFFFF00,
		'purple': 0x800080,
		'green': 0x00FF00,
		'orange': 0xFFA500
	};
	// Create the visual element
	var assetMap = {
		'trail': 'PollenSparkle',
		'burst': 'Petal',
		'fairy': 'PollenSparkle',
		'transfer': 'PollenSparkle'
	};
	self.pollenGraphics = null;
	// Initialize with random properties for more organic feel
	self.init = function (type, color) {
		self.type = type || 'trail';
		if (!self.pollenGraphics) {
			self.pollenGraphics = self.attachAsset(assetMap[self.type], {
				anchorX: 0.5,
				anchorY: 0.5
			});
		}
		// Try setting tint this way
		if (color) {
			self.pollenGraphics.tint = 0xFF0000; // Force red to test
		}
		// Set initial scale based on type
		if (self.type === 'trail') {
			self.scale.set(0.7 + Math.random() * 0.3); // Larger for trail
			self.decayRate = 0.03; // Faster decay for trail
			// Slight random velocity for trail movement
			self.velocity = {
				x: (Math.random() - 0.5) * 2,
				y: (Math.random() - 0.5) * 2
			};
		} else if (self.type === 'burst') {
			self.scale.set(0.5 + Math.random() * 0.3); // Smaller initial size for bursts
			self.decayRate = 0.01; // Slower decay for longer travel
			// Radial burst velocity
			var angle = Math.random() * Math.PI * 2;
			var speed = 3 + Math.random() * 5; // Increased speed for further travel
			self.velocity = {
				x: Math.cos(angle) * speed,
				y: Math.sin(angle) * speed
			};
		} else if (self.type === 'fairy') {
			self.lifespan = undefined; // Don't fade out
			self.startAngle = Math.random() * Math.PI * 2; // Random start position
			self.orbitRadius = 20 + Math.random() * 40; // Increase orbit radius variation
			self.orbitSpeed = 0.005 + Math.random() * 0.03; // Increase orbit speed variation
			self.update = function () {
				var time = LK.ticks * self.orbitSpeed;
				// Orbit motion
				self.x = Math.cos(time + self.startAngle) * self.orbitRadius;
				self.y = Math.sin(time + self.startAngle) * self.orbitRadius;
				// Add bobbing
				self.y += Math.sin(time * 2 + self.startAngle) * 10;
			};
		}
		// Random rotation speed
		self.rotationSpeed = (Math.random() - 0.5) * 0.2;
		// Random starting rotation
		self.rotation = Math.random() * Math.PI * 2;
		// Add random rotation speed for dynamic movement
		self.rotationSpeed = (Math.random() - 0.5) * 0.2;
		// Full opacity to start
		self.alpha = 1;
		if (self.type === 'transfer') {
			self.scale.set(0.5);
			self.alpha = 1;
			self.twinkleOffset = 0; // Initialize twinkle offset
			self.twinkleSpeed = 0.1; // Initialize twinkle speed
			self.update = function () {
				// Gentle drift down
				self.x += self.vx;
				self.y += self.vy;
				// Individual twinkle effect
				self.alpha = 0.6 + Math.sin(LK.ticks * self.twinkleSpeed + self.twinkleOffset) * 0.4;
				// Remove when below hive
				if (self.y > 100) {
					self.destroy();
				}
			};
		}
		return self;
	};
	self.update = function () {
		// Update position based on velocity
		self.x += self.velocity.x;
		self.y += self.velocity.y;
		// Add rotation
		self.rotation += self.rotationSpeed;
		// Slow down velocity over time
		self.velocity.x *= 0.95;
		self.velocity.y *= 0.95;
		// Update lifespan and alpha
		self.lifespan -= self.decayRate;
		self.alpha = self.lifespan;
		// Scale slightly varies with life
		var scalePulse = 1 + Math.sin(LK.ticks * 0.2) * 0.1;
		pollenGraphics.scale.set(scalePulse * self.scale.x);
		// Remove when lifecycle complete
		if (self.lifespan <= 0) {
			self.destroy();
		}
	};
});
// First, let's add a PollenTrail class to handle the dragging mechanic
var PollenTrail = Container.expand(function () {
	var self = Container.call(this);
	self.points = [];
	self.active = false;
	self.currentGarden = null; // Store reference to garden
	self.MAX_SPEED = 15; // Adjust this value for proper feel
	self.startTrail = function (x, y, garden) {
		self.active = true;
		self.points = [{
			x: x,
			y: y,
			time: Date.now()
		}];
		self.startTime = Date.now();
		self.trailStartTime = Date.now(); // Record start time
		self.currentGarden = garden; // Store garden reference
		self.lastPoint = {
			x: x,
			y: y
		};
	};
	self.updateTrail = function (x, y) {
		if (!self.active) {
			return;
		}
		// Enforce maximum speed
		var dx = x - self.lastPoint.x;
		var dy = y - self.lastPoint.y;
		var distance = Math.sqrt(dx * dx + dy * dy);
		if (distance > self.MAX_SPEED) {
			var ratio = self.MAX_SPEED / distance;
			x = self.lastPoint.x + dx * ratio;
			y = self.lastPoint.y + dy * ratio;
		}
		self.points.push({
			x: x,
			y: y,
			time: Date.now()
		});
		self.lastPoint = {
			x: x,
			y: y
		};
		// Create colored particle effect along trail
		if (self.bee && typeof self.bee.currentColor !== 'undefined' && self.bee.currentPollen > 0) {
			var particle = new PollenParticle().init('trail', self.bee.currentColor);
			particle.x = x;
			particle.y = y;
			game.addChild(particle);
		} else {
			// If no bee color, create default particle
			var particle = new PollenParticle().init('trail');
			particle.x = x;
			particle.y = y;
			game.addChild(particle);
		}
	};
	// Add the burst effect function
	self.createPollenBurst = function (x, y) {
		for (var i = 0; i < 12; i++) {
			var particle = new PollenParticle().init('burst');
			var angle = i / 12 * Math.PI * 2;
			var distance = 30;
			particle.x = x + Math.cos(angle) * distance;
			particle.y = y + Math.sin(angle) * distance;
			// Give particles outward velocity
			particle.vx = Math.cos(angle) * 3;
			particle.vy = Math.sin(angle) * 3;
			game.addChild(particle);
		}
	};
	self.endTrail = function () {
		if (!self.active) {
			return;
		}
		var affectedBuds = [];
		var checkedPositions = {};
		self.points.forEach(function (point) {
			var localPos = self.currentGarden.toLocal({
				x: point.x,
				y: point.y
			}, game);
			var gridX = Math.floor(localPos.x / self.currentGarden.cellSize);
			var gridY = Math.floor(localPos.y / self.currentGarden.cellSize);
			var posKey = gridX + ',' + gridY;
			if (!checkedPositions[posKey] && gridX >= 0 && gridX < self.currentGarden.cols && gridY >= 0 && gridY < self.currentGarden.rows) {
				checkedPositions[posKey] = true;
				var gridItem = self.currentGarden.grid[gridY][gridX];
				// Verify it's a valid bud
				if (gridItem && gridItem.isBud === true && gridItem.isFlower === false) {
					affectedBuds.push({
						bud: gridItem,
						gridX: gridX,
						gridY: gridY
					});
				}
			}
		});
		if (affectedBuds.length >= 2) {
			affectedBuds.forEach(function (budInfo) {
				// IMPORTANT: Clear the grid position first
				self.currentGarden.grid[budInfo.gridY][budInfo.gridX] = null;
				// Remove the bud from display list
				self.currentGarden.removeChild(budInfo.bud);
				// Create new flower
				var newFlower = new BasicFlower();
				newFlower.x = budInfo.bud.x;
				newFlower.y = budInfo.bud.y;
				newFlower.isFlower = true;
				// Update grid position and add to display list
				self.currentGarden.grid[budInfo.gridY][budInfo.gridX] = newFlower;
				self.currentGarden.addChild(newFlower);
				// Start bloom animation
				newFlower.bloom();
			});
		}
		self.active = false;
		self.points = [];
	};
	self.update = function () {
		// Just update particles, no time checks
		// Update all children particles
		for (var i = self.children.length - 1; i >= 0; i--) {
			var particle = self.children[i];
			if (particle && particle.update) {
				particle.update();
			}
		}
	};
});
var PollenUI = Container.expand(function () {
	var self = Container.call(this);
	// Create cells with their fill indicators
	// Red cell and fill
	// Red cell initialization and position
	var redCell = LK.getAsset('pollenCellBase', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: -300 // Set position in initialization
	});
	redCell.tint = 0xFF0000;
	redCell.alpha = 0.4;
	self.addChild(redCell);
	self.redFill = LK.getAsset('pollenCellBase', {
		anchorX: 0.5,
		anchorY: 0,
		x: -300 // Set position in initialization
	});
	self.redFill.tint = 0xFF0000;
	self.redFill.alpha = 0.7;
	self.redFill.y = 90;
	self.redFill.scale.y = 0;
	self.addChild(self.redFill);
	// Blue cell initialization and position
	var blueCell = LK.getAsset('pollenCellBase', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 0 // Set position in initialization
	});
	blueCell.tint = 0x0000FF;
	blueCell.alpha = 0.4;
	self.addChild(blueCell);
	self.blueFill = LK.getAsset('pollenCellBase', {
		anchorX: 0.5,
		anchorY: 0,
		x: 0 // Set position in initialization
	});
	self.blueFill.tint = 0x0000FF;
	self.blueFill.alpha = 0.7;
	self.blueFill.y = 90;
	self.blueFill.scale.y = 0;
	self.addChild(self.blueFill);
	// Yellow cell initialization and position
	var yellowCell = LK.getAsset('pollenCellBase', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 300 // Set position in initialization
	});
	yellowCell.tint = 0xFFFF00;
	yellowCell.alpha = 0.4;
	self.addChild(yellowCell);
	self.yellowFill = LK.getAsset('pollenCellBase', {
		anchorX: 0.5,
		anchorY: 0,
		x: 300 // Set position in initialization
	});
	self.yellowFill.tint = 0xFFFF00;
	self.yellowFill.alpha = 0.7;
	self.yellowFill.y = 90;
	self.yellowFill.scale.y = 0;
	self.addChild(self.yellowFill);
	// Add update method
	self.updatePollen = function (color, amount, max) {
		var fillAmount = Math.min(amount / max, 1);
		if (color === 'red') {
			self.redFill.scale.y = fillAmount;
			self.redFill.y = 90 - 180 * fillAmount; // Start at 90, move up as it fills
		} else if (color === 'blue') {
			self.blueFill.scale.y = fillAmount;
			self.blueFill.y = 90 - 180 * fillAmount;
		} else if (color === 'yellow') {
			self.yellowFill.scale.y = fillAmount;
			self.yellowFill.y = 90 - 180 * fillAmount;
		}
	};
	return self;
});
// Add ScoreManager to handle chain reactions and scoring
var ScoreManager = Container.expand(function () {
	var self = Container.call(this);
	self.currentScore = 0;
	self.currentChain = 0;
	self.chainMultiplier = 1;
	self.addToChain = function () {
		self.currentChain++;
		self.chainMultiplier = Math.min(1 + self.currentChain * 0.5, 5); // Cap at 5x
		self.addScore(100 * self.chainMultiplier);
	};
	self.resetChain = function () {
		self.currentChain = 0;
		self.chainMultiplier = 1;
	};
	self.addScore = function (points) {
		self.currentScore += Math.floor(points);
		// Update score display
		if (game.scoreDisplay) {
			game.scoreDisplay.text = self.currentScore.toString();
		}
	};
});
// Level display class
var LevelDisplay = Text2.expand(function () {
	var self = Text2.call(this, 'Level 1', {
		size: 150,
		fill: 0xFFFFFF
	});
});
// Score display class
var ScoreDisplay = Text2.expand(function () {
	var self = Text2.call(this, '0', {
		size: 150,
		fill: 0xFFFFFF
	});
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 //Init game with black background 
});
/**** 
* Game Code
****/ 
// Declare and initialize flowerManager in global scope
var ColorMixer = {
	// Primary colors
	PRIMARY_COLORS: ['red', 'blue', 'yellow'],
	// Color mixing combinations
	MIXING_RULES: {
		'red+blue': 'purple',
		'blue+red': 'purple',
		'blue+yellow': 'green',
		'yellow+blue': 'green',
		'red+yellow': 'orange',
		'yellow+red': 'orange'
	},
	// Color to hex mapping for visual feedback
	COLOR_TINTS: {
		'red': 0xFF0000,
		'blue': 0x0000FF,
		'yellow': 0xFFFF00,
		'purple': 0x800080,
		'green': 0x00FF00,
		'orange': 0xFFA500
	},
	// Mix two colors together
	mixColors: function mixColors(color1, color2) {
		if (!color1 || !color2) {
			return color1 || color2;
		}
		return this.MIXING_RULES["".concat(color1, "+").concat(color2)] || color1;
	},
	// Check if a color is primary
	isPrimaryColor: function isPrimaryColor(color) {
		return this.PRIMARY_COLORS.includes(color);
	}
};
var flowerManager = new FlowerManager();
var titleScreen = new Container();
var background = LK.getAsset('titlebackground', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 / 2,
	y: 2732 / 2
});
titleScreen.addChild(background);
var logo = LK.getAsset('logo', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 / 2,
	y: 2732 / 2
});
titleScreen.addChild(logo);
var playButton = LK.getAsset('playButton', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 / 2,
	y: 2732 / 2 + 200
});
titleScreen.addChild(playButton);
var tutorialButton = LK.getAsset('tutorialButton', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 / 2,
	y: 2732 / 2 + 400
});
titleScreen.addChild(tutorialButton);
game.addChild(titleScreen);
playButton.down = function (x, y, obj) {
	game.removeChild(titleScreen);
	var gardenBackground = new GardenBackground();
	game.addChild(gardenBackground);
	garden = new Garden();
	garden.init();
	game.addChild(garden);
	var flowerManager = new FlowerManager();
	game.flowerMatcher = new FlowerMatcher();
	game.addChild(game.flowerMatcher);
	// Create and position hive
	var hive = new Hive();
	hive.x = 2048 / 2;
	hive.y = 2732 * 0.97 - 200;
	// Create bee and position above hive
	var bee = new Bee();
	bee.x = hive.x;
	bee.y = hive.y - 150;
	var pollenTrail = new PollenTrail();
	game.addChild(pollenTrail);
	bee.pollenTrail = pollenTrail; // Make sure bee has reference to trail
	// Create UI and attach to game object so it's globally accessible
	game.beeUI = new PollenUI();
	game.beeUI.position.set(hive.x - 600, hive.y + 100);
	game.beeUI.scale.set(0.8);
	game.addChild(game.beeUI);
	game.hiveUI = new PollenUI();
	game.hiveUI.position.set(hive.x + 600, hive.y + 100);
	game.addChild(game.hiveUI);
	// Add objects to game
	game.addChild(hive);
	game.addChild(bee);
	// Ensure pollen particles are rendered on top by adding them last
	game.setChildIndex(pollenTrail, game.children.length - 1);
	// Initialize bud spawner
	garden.budSpawner = new BudSpawner();
	garden.budSpawner.init(garden);
	game.addChild(garden.budSpawner);
	// Touch handlers
	game.down = function (x, y, obj) {
		bee.isMoving = true;
		bee.targetX = x;
		bee.targetY = y;
	};
	game.move = function (x, y, obj) {
		if (bee.isMoving) {
			bee.targetX = x;
			bee.targetY = y - 200;
		}
	};
	game.up = function (x, y, obj) {
		bee.isMoving = false;
	};
	// Initialize score display
	var scoreDisplay = new ScoreDisplay();
	scoreDisplay.anchor.set(0.5, 0);
	LK.gui.top.addChild(scoreDisplay);
	game.scoreDisplay = scoreDisplay;
	// Add the main update loop
	game.update = function () {
		// Update spawning system
		if (game.budSpawner) {
			game.budSpawner.update();
		}
		// Update trail system
		if (pollenTrail) {
			pollenTrail.update();
		}
		// Update garden elements
		if (garden) {
			// Update all flowers and buds in the grid
			for (var i = 0; i < garden.rows; i++) {
				for (var j = 0; j < garden.cols; j++) {
					var gridItem = garden.grid[i][j];
					if (gridItem && gridItem.update) {
						gridItem.update();
					}
				}
			}
		}
		// Update all children that have update methods
		for (var i = 0; i < game.children.length; i++) {
			var child = game.children[i];
			if (child && child.update) {
				child.update();
			}
		}
		// Update all particles
		if (game.particlesToUpdate) {
			for (var i = game.particlesToUpdate.length - 1; i >= 0; i--) {
				var particle = game.particlesToUpdate[i];
				if (particle && particle.update) {
					particle.update();
				}
			}
		}
		// Update bee
		if (bee && bee.update) {
			bee.update();
			// Collision detection between bee and hive
			if (hive) {
				var dx = bee.x - hive.x;
				var dy = bee.y - hive.y;
				var distance = Math.sqrt(dx * dx + dy * dy);
				if (distance < 100) {
					// Adjust collection radius as needed
					hive.collectFromBee(bee);
				}
			}
		}
	};
};
tutorialButton.down = function (x, y, obj) {
	// Open tutorial
};
// Removed duplicate playPollenPatternAnimation method ===================================================================
--- original.js
+++ change.js
@@ -712,23 +712,21 @@
 		'burst': 'Petal',
 		'fairy': 'PollenSparkle',
 		'transfer': 'PollenSparkle'
 	};
-	var pollenGraphics;
+	self.pollenGraphics = null;
 	// Initialize with random properties for more organic feel
 	self.init = function (type, color) {
 		self.type = type || 'trail';
-		if (!pollenGraphics) {
-			pollenGraphics = self.attachAsset(assetMap[self.type], {
+		if (!self.pollenGraphics) {
+			self.pollenGraphics = self.attachAsset(assetMap[self.type], {
 				anchorX: 0.5,
-				anchorY: 0.5,
-				tint: color ? 0xFF0000 : 0xFFFFFF // Force red tint in the asset options
+				anchorY: 0.5
 			});
 		}
-		// IMPORTANT: Apply tint to the pollenGraphics directly
+		// Try setting tint this way
 		if (color) {
-			// Force red tint to test if tinting works
-			pollenGraphics.tint = 0xFF0000;
+			self.pollenGraphics.tint = 0xFF0000; // Force red to test
 		}
 		// Set initial scale based on type
 		if (self.type === 'trail') {
 			self.scale.set(0.7 + Math.random() * 0.3); // Larger for trail
@@ -855,11 +853,9 @@
 			y: y
 		};
 		// Create colored particle effect along trail
 		if (self.bee && typeof self.bee.currentColor !== 'undefined' && self.bee.currentPollen > 0) {
-			var particle = new PollenParticle();
-			var color = self.bee.currentColor;
-			particle = particle.init('trail', color);
+			var particle = new PollenParticle().init('trail', self.bee.currentColor);
 			particle.x = x;
 			particle.y = y;
 			game.addChild(particle);
 		} else {
:quality(85)/https://cdn.frvr.ai/675fb3c1eb1e8cb9a4112fb4.png%3F3) 
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 A background image for a puzzle video game depicting the season of summer. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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 A background image for a puzzle video game depicting the season of fall. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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 A background image for a puzzle video game depicting the season of winter. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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 Multiple stylized texts with phrases that include “Hurry!” “Time’s up!” Cartoon style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/6781ec79024f02776bf3bea3.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6782a5c68ba7f8daef32bc2a.png%3F3) 
 Create a SVG text design in bold cartoon style: "SPRING" in chunky rounded letters with floral accents and vines. Use spring pastels.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/6782a6e18ba7f8daef32bc39.png%3F3) 
 Create an SVG text design for "SUMMER" in bold cartoon style with chunky rounded letters. Add sun rays and small flower details in warm, vibrant colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/6782a7468ba7f8daef32bc44.png%3F3) 
 Create an SVG text design for "FALL" in bold cartoon style with chunky rounded letters. Add small falling leaves and acorn accents in warm autumn colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/6782aa9d8ba7f8daef32bd29.png%3F3) 
 Create an SVG text design for "WINTER" in bold cartoon style with chunky rounded letters. Add small snowflake accents and icy details in cool, frosty blues and white.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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 Create a SVG text design in bold cartoon style: “Bloom the garden" in chunky rounded letters with floral accents and vines. Use spring pastels.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/6782e837575eaeb89beab933.png%3F3) 
 Create an SVG text design for "Match the blooms" in bold cartoon style with chunky rounded letters. Add sun rays and small flower details in warm, vibrant colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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 Create an SVG text design for "Match to clear leaves" in bold cartoon style with chunky rounded letters. Add small falling leaves and acorn accents in warm autumn colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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